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GDC Extras Archive

The GDC (Game Developers Conference), previously the Computer Game Developers Conference, is a series of events held worldwide to bring together developers, marketers, management, artists, and others involved in the creation of electronic entertainment. Besides the main events, GDC also maintains an archive of presentations and recordings at The GDC Vault.



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Telltale's The Walking Dead should be, by most historical measures, a failure as an apocalyptic zombie video game. It has no dedicated combat button, the main character has no exceptional skills or abilities, and it explores issues of race and gender under a mechanical and thematic milieu of "choice." By focusing completely on characters and "designing with empathy," we were able to create a story-driven game experience that has become both a commercial and critical success....
Topic: GDC
Online games need robust, easy to use network APIs. No one should still be struggling with how to get their data from one place to another. JAM is World of Warcraft's inter-server serialization and routing layer. This talk describes how JAM came to be, and how it is used today. Real world sample code from WoW and other Blizzard projects are used to illustrate key concepts, such as machine generated code for serialization, and dynamic protocol negotiation. Comparisons to similar open-source...
Topic: GDC
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Today's MMOs often have hundreds of types of agents in their game world - each with potentially dozens of actions they can take. Hand crafting the AI for every agent can be a time-consuming process fraught with brittle, unpredictable results. Often, the only way to achieve the breadth of characters is to sacrifice the depth of behaviors that they can take. This session will show a new architecture that combines a modular, utility-based AI system and a powerful influence map engine. With it,...
Topic: GDC
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There is always an element of risk in trying to determine what is "fun" for a player. Although some try to apply a single theory of game design to reduce that risk overall, the presenter sees each game as an individual opportunity to define game playability. The presenter elaborates on design risks and returns from his own experiences designing the Kirby and Smash Brothers games for Nintendo. Speaker: Masahiro Sakurai
Topics: GDC, game design, Kirby, Space Invaders, Super Mario Brothers, Masahiro Sakurai, 2004
Arkane Studios is a game development house built on a set of principles related to consistent, coherent game systems and world fiction, with the aim of creating spaces that enable the player to improvise and experiment, devising their own solutions to gameplay obstacles. As co-creative directors for Arkane Studios, Raphael Colantonio and Harvey Smith have dedicated themselves to the pursuit of games built on these design principles. Dishonored was Arkane's opportunity to demonstrate that video...
Topic: GDC
GDC Extras Archive
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Technical art is evolving rapidly. In many studios TAs play key roles in developing efficient tools pipelines, and ensuring art content is visually striking and optimized for performance. TAs bridge content and engineering, helping make both more successful. However, many studios have still not fully embraced the TA role. Their TAs are smart and eager to make an impact, but are not sure how to best prove their value, and be given key roles in development. A group of experienced, respected...
Topic: GDC
GDC Extras Archive
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Discover the artistic journey that Ninja Theory embarked on in re-imagining and rebooting Devil May Cry and its iconic protagonist Dante. See the beginnings of the process, from concept and inspiration, through to the 3D realization of the game's bright and bold art style. Visual Art Director, Alessandro "Talexi" Taini, discusses how fashion, music, architecture and art influenced Ninja Theory's decision's when they explored how to bring Dante and Devil May Cry into the here and now....
Topic: GDC
This lecture focuses on the interactive simulation of water surfaces such as puddles, lakes, rivers or oceans. While simple particle systems are well suited for blood or splashing effects, the simulation of larger bodies of water requires more sophisticated techniques. Full 3d fluid simulations are too computationally expensive to be used in games today. However, simulating the water surface alone as a 2d heighfield reduces that cost significantly and can still capture most visual effects of 3d...
Topic: GDC
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F.E.A.R.s AI was designed to provide a combat experience as exhilarating as multiplayer against a team of skilled humans. Enemies work in squads, laying suppression fire as allies advance. When confronted with a threat, soldiers shout orders to each other, and if necessary dive crashing through a window to safety. Soldiers advance in formation, split up into organized search parties, and flush out the Player with grenades. The typical game AI techniques of the past could not meet the demands of...
Topic: GDC
Game physics engines are used to create games like Portal, Titanfall, Smash Hit, and Diablo 3. Games would be far less compelling without the realistic physics simulation that engages the player's intuition and stimulates their motion awareness. Physics has become a staple of the modern gaming tradition as we try to re-create and re-interpret the world around us. The Physics for Programmers tutorial brings together speakers from Blizzard, Respawn, Mediocre, and Valve. Topics include numerical...
Topic: GDC
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This presentation introduces Motion Matching, an innovative new approach for creating high quality, fluid and complex character movement. The team adopted a declarative animation philosophy, where instead of placing small animations in a big structure, they place small structured markup on top of long animations. This manual markup is necessary for logical information that can't be inferred automatically, like attack types and defense stances. For navigation, they don't have to manually...
Topic: GDC
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This session is about using the QuickHull algorithm for convex hull creation. Dirk will show how to implement the QuickHull algorithm in 3D and how it is used for collision authoring at Valve. The talk will introduce the algorithm in 2D first and then extend to 3D. It will also cover numerical issues which will be handled mostly by using face merging, and show why face merging is important for stable contacts in rigid body simulation.
Topic: GDC
GDC Extras Archive
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Vertex animation uses the power of mathematical functions to manipulate vertices on 3D models at the shader level. Using math to drive vertex positions opens up new possibilities for how models can be animated, which will be explored in detail during this session. The mathematics behind some of the unique vertex animations found on assets in Bungie's Destiny will be fully dissected and analyzed. Techniques covered will include strategies for converting mathematical expressions into animations...
Topic: GDC
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Dave Lebling, co-author of Zork and co-founder of Infocom, gives a postmortem talk on the classic text adventure. Lebling, who currently works as a senior principal software engineer at BAE Systems, created the "grue," co-authored Zork I-III and wrote seven other text adventures. He plans to give an hour-long talk explaining, among other things, the creation of both the mainframe and microcomputer versions of Zork, the trials and tribulations of coding a cutting-edge text parser, and...
Topic: GDC
GDC Extras Archive
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What goes into making a cult hit? Taro Yoko, director of games like Nier and the Drakengard series, talks about the process he uses to create worlds and stories that get noticed and foster dedicated fans. Recounting his experiences on those games and others, Yoko-san will explain his personal development methods, such as backwards scriptwriting (where the ending defines the entire setting), and what he calls "photo thinking" -- thinking photographically to maintain a cohesive setting.
Topic: GDC
GDC Extras Archive
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March 20-24, 2001
Game physics engines are used to create games like Angry Birds, Half-Life, Tomb Raider, Red Faction, MotorStorm, Limbo, and Diablo 3. Games would be far less compelling without the realistic physics simulation that engages the player's intuition and stimulates their motion awareness. Physics has become a staple of the modern gaming tradition as we try to re-create and re-interpret the world around us. The Physics for Programmers tutorial brings together speakers from Blizzard, Dtecta, Havok,...
Topic: GDC
Game physics engines are used to create games like Angry Birds, Half-Life, Tomb Raider, Red Faction, MotorStorm, Limbo, and Diablo 3. Games would be far less compelling without the realistic physics simulation that engages the player's intuition and stimulates their motion awareness. Physics has become a staple of the modern gaming tradition as we try to re-create and re-interpret the world around us. The Physics for Programmers tutorial brings together speakers from Blizzard, Dtecta, Havok,...
Topic: GDC
Over the past 10 years, Guy has owned the audio engine for every game he's worked on, providing him with a wealth of experiences that he's eager to share. This talk will present six invaluable lessons that he's learned about audio programming. Beginning with the very basics of how a speaker works and how audio is represented in the machine, the talk will quickly move on to descriptions of some advanced audio mixing features, as well as tips for working with sound designers. You will learn the...
Topic: GDC
Huge, open world games like Skyrim and Fallout 3 demand a great deal of development talent, and can be daunting to plan and create - especially when subject to the constant and often unpredictable flux of a game in development. This level design oriented talk will share insights into the iterative approach used at Bethesda Game Studios to help their level design team plan, implement, test and polish massive amounts of content. The talk will also discuss how this approach allows the team to...
Topic: GDC
GDC Extras Archive
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March 22-26, 2004 San Jose, CA
GDC Extras Archive
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March 4-8 2003 San Jose, CA
Driver overhead has been a frustrating reality for game developers since the beginning of the PC game industry. On desktop systems, driver overhead can decrease frame rate, while on mobile devices driver overhead is more insidious"robbing both battery life and frame rate. In this unprecedented sponsored session, Graham Sellers (AMD), Tim Foley (Intel), Cass Everitt (NVIDIA) and John McDonald (NVIDIA) will present high-level concepts available in today's OpenGL implementations that...
Topic: GDC
Some people "go indie" without a plan for exactly how they'll make a living. Others will tell you they can never afford to take the risk. What really goes into being an indie developer? Is there a checklist that tells you what to do? When is an indie job just the same job in a new package? What do you give up and what do you gain? What are the perils that can turn that dream of building your own game into a long-term nightmare? How do you know that you're ready to go for your dreams?...
Topic: GDC
Mark Ferrari will discuss and demonstrate some of his techniques for drawing 8 bit game graphics, including his celebrated methods for use of color cycling and pallet shifting to create complex and realistic background animation effects without frame-animation. He will also discuss his current work for Ron Gilbert's retro adventure Game, Thimbleweed Park, and demonstrate techniques for using Photoshop to create what he calls '8 bitish' graphics for retro games today.
Topic: GDC
 
Topic: GDC
This talk is a look into the inspiration, design, implementation, and results of DC, the custom data compilation tool used heavily in the development of UNCHARTED: DRAKE'S FORTUNE for the PlayStation 3. Starting with the premise that there exists a vast difference in safety and flexibility between compiled source code and tool-built data for the runtime, we design and implement a data compilation system that brings a standard compiler's level of static checking to our data. Along the way, we...
Topic: GDC
WARNING: Content of this presentation features nudity and graphic computerized sexual scenes. Please do not come if you are offended by such images or are under the age of 18. Before Hot Coffee, before Playboy: The Mansion, even before the 1980's Leisure Suit Larry series, there was sex in video games... and lots of it. From flirting in MUDs to hardcore sexual simulators to the emerging field of teledildonics, sex in games is nearly as old as the medium itself. Sex isn't limited to the games...
Topic: GDC
GDC Extras Archive
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Conference: May 4-8, 1998
This is an in-depth exploration of the philosophy, evolution, and development of one of the industry's most innovative user interfaces. Dino Ignacio, the lead user interface designer of the Dead Space franchise, will break down the early attempts and concepts that led to Dead Space's interface becoming diegetic and immersive. It will discuss how and why we got to the shipped versions.
Topic: GDC
Development teams all over the world are now often comprised of many different nations, as talent is moving around the globe quickly to work on the most interesting projects. These multi-cultural teams often suffer from a clash of cultures caused by the different social paradigms and communication styles. Smoldering conflicts caused by cultural misunderstandings can often evolve into a project-threatening crisis. This talk is about Ubisoft Blue Byte growing from a purely German development...
Topic: EU
Monument Valley lead designer Ken Wong talks about how the impossible art of M.C. Escher and being embedded in a UX studio led ustwo games to create a chart-topping game in which every screen was a piece of art. He discusses how rethinking games as user experiences inspired the team to trade challenging puzzles for an aesthetic journey, and why keeping that journey short but sublime won the game new audiences.
Topic: EU
The Puzzle Design Diagram was invented by Ron Gilbert at Lucasfilm Games to complete the design of Maniac Mansion. Since then, it has been refined, expanded, and remains a very useful, but heretofore, mysterious tool for those who craft interactive stories. It facilitates several counterintuitive techniques, including dependency-only diagramming and designing from the end to the beginning. This talk describes the PDD and how to use it, with examples both from classic graphic adventures and...
Topic: GDC
This session will describe how Infinity Ward leveraged hardware tessellation in Call of Duty: Ghosts to improve image quality and artist efficiency on PCs and next generation consoles, while maintaining the games trademark high-frame rate. Catmull-Clark subdivision surfaces are an artist friendly, efficient representation for next-generation models. Recent research, including feature adaptive subdivision surfaces by Matthias Niessner and Charles Loop, has made it possible to efficiently render...
Topic: GDC
The match 3 puzzle genre is almost as old as it gets. Scour the App Store and you'll find hundreds of different varieties out there. Very few of these succeed however, and even less manage to hit the number one spot on the U.S. Apple App Store top download chart. Wooga's Jelly Splash managed to do just that, and in this session Florian Steinhoff, the creator of Jelly Splash, will give a detailed account on how his team managed that and what he learned throughout the development process.
Topic: GDC
Iterative constraint solvers work great, but there are cases where we could use better convergence. This presentation explores various Mixed Linear Complementarity Problem (MLCP) solvers and the Featherstone articulated body algorithm and how to mix them.
Topic: GDC
GDC Extras Archive
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Game worlds expand in size and complexity, thus requiring developers to fill hundreds of square kilometers with content - some of the most tedious and time consuming tasks being terrain and vegetation editing. This talk will describe CD Projekt Red's approach to highly automatize the process. By moving away from the conventional terrain material layers and linear material blends, visual quality can be improved while greatly reducing the amount of work. Vegetation coverage can be procedurally...
Topic: GDC
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Creating compelling characters is a challenging process. Creating compelling characters that address the needs of different game genres is even more challenging. This live demo will explore the conceptual stage of character creation, and explain what to consider when designing for different genres like fighting games, MMOS and shooters. Arn plans to share some of his knowledge and he will design a character of your choice! Will it be a pirate swordsman for a fighting game? Or perhaps an alien...
Topic: GDC
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Game physics engines are used to create games like Angry Birds, Half-Life, Tomb Raider, Red Faction, MotorStorm, Limbo, and Diablo 3. Games would be far less compelling without the realistic physics simulation that engages the player's intuition and stimulates their motion awareness. Physics has become a staple of the modern gaming tradition as we try to re-create and re-interpret the world around us. The Physics for Programmers tutorial brings together speakers from Blizzard, Dtecta, Havok,...
Topic: GDC
GDC Extras Archive
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This lecture covers several practical issues around using spherical harmonics for games. Particular issues addressed include: efficient ways to easily compute/rotate light sources in SH, efficient shader code for evaluating SH, how to extract simple light sources out of SH, what ringing is and what you can do about it, and how to compute the product of two SH functions and where you might want to use it.
Topic: GDC
An overview of methods used in the paper game industry for designing and balancing very complex games. The focus is on techniques that would be useful for any complex game, paper or electronic, and especially for games with a large pool of interacting objects that players can choose from, such as MMOGs or RTS games.A basic model of how to approach such designs is given, followed by some more detailed tools and methods for tuning, costing, and balancing gameplay.
Topic: GDC
User Interface for a game like Destiny faces a unique challenge; how do you make it inviting and easy to digest to the newbie player, while providing power, depth, and ease of access to the most seasoned veteran? At Bungie, there is a long history of UI that questions established conventions in order to deliver the best user experience to the player. In this session you will learn about the challenges faced, designs explored, and ultimately, what led the team to the decisions they made to...
Topic: GDC
Audio teams are often frustrated by a lack of support and understanding from their dev teams. This talk hopes to present ways to turn that frustration into cooperation by presenting a series of easy (and fun) ways audio team memebers can engage with their larger development teams early to provide audio direction to the project and enjoy a cascading benefit of knowledge through education. Using anecdotes and examples of various useful engagement practices for audio teams, this talk aims to show...
Topic: GDC
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If Shigeru Miyamoto is the Steven Spielberg of videogames, Koji Kondo is the John Williams. As one of the industry's most highly regarded composers, Kondo has composed timeless pieces that help bring Nintendo's stories to life through music. Starting with Super Mario Bros. in 1985 to the recently released The Legend of Zelda: Twilight Princess , Kondo has continuously redefined the definition of a game soundtrack. During this in-depth session, Kondo illustrates how his method of composing...
Topic: GDC
The Nintendo DS is a flexible platform that offers engineers a chance for innovation. In this session, Vicarious Visions engineers explore the tricks and techniques used to maximize visual impact. Inherent restrictions, such as polygon count and VRAM limitations, and additional hardware and software constraints are explained. Examples from Vicarious Visions' DS titles are presented, including how the team used texture streaming, resource balancing, and proper budgeting to overcome hardware...
Topic: GDC
The vertex shader is often overlooked when trying to improve performance, thinking it should only be used for basic vertex transformations. DirectX, however, allows for a lot of flexibility in how vertices are passed to the vertex shader, which enables techniques like vertex shader instancing. This talk will explain some of the ways that the vertex shader can be used to improve performance by taking a fast path through the vertex shader, rather than generating vertices with other parts of the...
Topic: GDC
This talk will be about writing a physics debugger. Sergiy will show how to implement an advanced visual debugger and serializer for physics and game development using Clang to parse data structures and generate serializers, and using Windows ReadProcessMemory API to complement Visual Studio watch windows with advanced visualization of the simulated world state.
Topic: GDC
Non-player characters, or NPCs, are an essential part of any video game world. Allies, enemies, and civilians all contribute to make the spaces feel dynamic and realistic. But, more often than not, their lives are meaningless and unguided, their deaths shrugged off as collateral damage, and their very existence erased as soon as the player is out of sight. Rather than treat these characters as background decoration, what if they could be leveraged to increase immersion and deepen player...
Topic: GDC
Among game genres, the visual novel has by far the strongest sense of narrative.But what is a visual novel, and how does it differ from other linear games and types of media such as movies, cartoons, comics, and books? In Japan, where domestic growth of visual novels has been strong, these games are often packed with eccentric and exciting new ideas. The methods that have been cultivated by numerous visual novel creators over the years could very well be applied to other video game genres to...
Topic: GDC
As we enter a new console generation, the complexity of many games have increased, and with that, the knowledge needed to create them. Creating the latest code for graphics, animation, physical simulation and even artificial intelligence requires thorough knowledge of the necessary mathematical underpinnings. This tutorial continues the tradition of the "Math for Programmers" tutorial by bringing together some of the best presenters in gaming math to concentrate on the core...
Topic: GDC
Over the last three years, inkle has been making increasingly complex narrative games built on a foundation of well-written, choice-based interactive text. Taking elements from parser-based text adventures and from paper game books, titles such as Sorcery! and 80 Days have brought interactive stories to the mainstream, earning commercial and critical success. In this talk, we'll describe how our design strategies evolved across the course of three games, with examples focused on how we make...
Topic: GDC
Creating a game engine requires knowledge of the hardware and software of your target system. Nowhere is this more important than with virtual reality, where a consistent high frame rate and low-latency are essential to the experience. This presentation will introduce techniques used to deliver high-quality virtual reality with a focus on Project Morpheus, and will describe methods that will help you get the best VR experience from your game engine. Many of these methods are not exclusively for...
Topic: EU
Difficulties in communication go hand in hand with creating complex software on a deadline, measuring subjective goals, leading people, and managing expectations. These were all regular themes in Game Developer Postmortems. Developers have identified communication failures and stated the goal of improving communication in postmortems and GDC hallways since the dawn of the industry. The futility of trying to defeat all risks inherent in running projects has led many in the craft to develop...
Topic: GDC
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This talk covers practical approaches to applying various design methods. In particular what can you, as a designer, do when you don't seem to be getting traction with your current approach. Speaker: Will Wright
Topics: gdc, Will Wright, game design, 2004
The lecture outlines Cryptic Studio's struggles with using a SQL database for CITY OF HEROES and CITY OF VILLAINS, the decision to move to a different database technology for future MMORPGs, and the architecture of that new technology. The reasoning behind this decision and the internal workings of Cryptic's database system will be discussed. Scalability, reliability, operational simplicity, and lessons learned from years of live operation are presented.
Topic: GDC
This talk is a detailed walkthrough of the game engine modifications needed to make The Last of Us Remastered run at 60 fps on PlayStation 4. Topics covered will include the fiber-based job system Naughty Dog adopted for the game, the overall frame-centric engine design, the memory allocation patterns used in the title, and our strategies for dealing with locks.
Topic: GDC
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With further advancement in the current console cycle, new tricks are being learned to squeeze the maximum performance out of the hardware. This talk will present how the compute power of the console and PC GPUs can be used to improve the triangle throughput beyond the limits of the fixed function hardware. The discussed method shows a way to perform efficient "just-in-time" optimization of geometry, and opens the way for per-primitive filtering kernels and procedural geometry...
Topic: GDC
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Indies have to wear many hats, including artist and art director. The past few years, these hats have been painted with a brush dipped in what is now known as "juice," or polish. But hats aren't just ornamental, they have a function. Gradients on limited palettes, dust clouds kicked up in places where there is no dust, bouncy tweens on hard rocks -- through the idea that adding polish makes a game feel more alive, we're actually losing a level of immersion. There has been such a...
Topic: EU
Creating great content is not enough - content also needs to be organized creatively to create a coherent and fun game. Great levels in the wrong order do not make a great game. This talk uses examples from Where's My Water, Where's My Perry and other games to discuss ways that content order and presentation guide learning, challenges and variety. Careful placement of the right content can elevate a game and make the whole greater than the sum of its parts.
Topic: GDC NEXT
 
Topic: GDC
This is an entry level talk for people who wish to understand the mobile games marketplace, where are the challenges, and where are the opportunities. The downloadable mobile games marketplace launched in north america in 2002. The largest player was acquired for $680M by EA, and many other companies are struggling to maintain traction. What is all the excitement about, and how can you participate?
Topic: GDC
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Alpha blending has always been a fundamental problem in computer graphics. For correct alpha blending, everything needs to be sorted to render from far to near. Sorting a complex scene can be very time consuming. This paper describes a solution which overcomes this problem. Using modern graphics hardware, we can achieve correct alpha blending without the need to sort. By expanding the alpha blending formula through multiple alpha blending passes, a pattern is realized.
Topic: GDC
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Making a good game clearly isn't enough - you must be able to sell it. The key is getting visibility and buzz. This session discusses how to do that with a minimum of expertise, contacts or huge budgets. Let others take their chances on mobile F2P - making premium games for traditional platforms is actually a good idea.
Topic: GDC EU
Creative Labs and Epic Games explain the concepts and ideas behind UnrealEngine3's redesigned audio system. From the most abstract audio designer layer to the implementation of the actual platform dependent layer. The focus is on designing and audio system that can extract the best from a variety of different platforms using a single flexible audio API.
Topic: GDC
This session will look at how art theory, specifically relational aesthetics, is changing the way we present contemporary independent games. We'll take a look at the challenges presented in designing immersive games for dynamic social spaces such as museums and galleries. How you can submit work at various institutions to fund site specific installations. And look at the interpersonal relationships that develop between the audience, your work and the space it's shown in. We'll ask: "How...
Topic: GDC
Managing draw calls and polygon counts are challenges for games regardless if targeting the latest generation of consoles or hand held devices. This session contains a case study of how CD Project Red have integrated Simplygon in its art pipeline for The Witcher 3 and how it automatically optimizes their content, and thereby saving you thousands of artist hours by automatically generating lod chains. We will also cover all key Simplygon features from an API point of view to allow you to...
Topic: GDC
This session will take a close look at the games we create and examine them with a different perspective than normal: how do video games hold up when we examine their contents for potential racism, misogyny and homophobia? This session will look at a number of recent games from this perspective, and talk about the positives and negatives that are found within our games. The talk will examine narrative representation, narrative depiction and the game dynamics to see how race, gender and...
Topic: GDC
We will use concrete examples from our online games to show how game analytics can provide game designers and managers with data and results to make their job easier. Additionally, we will present a few common statistical pitfalls to equip the audience with the necessary knowledge to challenge statistics they come across.
Topic: EU
As mobile games become mainstream, the word-of-mouth on the fun factor of specific games will migrate towards its rightful place: consumer's minds. To succeed, mobile games will not only need to have a great license, but must also exploit the fun element. How is the fun factor discovered, measured, captured and expressed? Using examples from a number of current and upcoming mobile game titles, both original IP and licensed, such as NFL QUARTERBACK SHOWDOWN and ZUMA, this session discusses the...
Topic: GDC
In 2013, Gazillion Entertainment released the free-to-play action-RPG Marvel Heroes to a Metacritic score of 58 and to a lukewarm fan base. In the time since, however, the rebranded Marvel Heroes 2015 has turned things around with the force of the Hulk during a Chitauri invasion, leading to a new Metacritic score of 81 and to more satisfied players than ever. Join Gazillion CEO David Brevik (creator of Diablo and Diablo II) as he reveals the answers to some of your biggest questions: How did...
Topic: GDC
Rendering crepuscular rays greatly enhances the realism of virtual scenes, and thus has always been a desired feature for game engines. Due to the complexity of the computations involved, achieving natural-looking scattering effects at a high performance is challenging. This talk describes a practical implementation of light scattering effects in a participating medium. The technique combines epipolar sampling with 1D min/max binary trees and exploits a new, simple, and efficient...
Topic: GDC
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Providing insight into the technology and processes used to create the sound of Grand Theft Auto V, this talk will cover the major audio features in the game, and describe the approaches taken by the audio team to create a diverse and immersive world. GTA V represents Rockstar's largest and most ambitious open world to date. In order to realize this vision, every aspect of the audio was pushed further than before, building on and evolving approaches used in previous titles (such as Red Dead...
Topic: GDC
This generation of consoles gives us the processing power to produce convincing crowds. Find out how the ASSASSIN'S CREED team rose to the challenge along both the technical and artistic dimensions. We will cover everything from the production tools to the Animation workflow and AI mechanics. Giving you a behind the scenes peek the different avenues that we explored, which ones paid off and which ones dead ended in an angry mob.
Topic: GDC
Game physics engines are used to create games like Portal, Titanfall, Smash Hit, and Diablo 3. Games would be far less compelling without the realistic physics simulation that engages the player's intuition and stimulates their motion awareness. Physics has become a staple of the modern gaming tradition as we try to re-create and re-interpret the world around us. The Physics for Programmers tutorial brings together speakers from Blizzard, Respawn, Mediocre, and Valve. Topics include numerical...
Topic: GDC
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The talk will detail the 14-year journey of Ninja Theory, including the sacrifices and concessions made to stay in the game. Footage of unreleased games, the reason why they didn't go to market, and the specific sales-related decisions that led to their demise will be detailed. It will include the unrealized sequel to Kung Fu Chaos, footage of an as-yet-undisclosed next generation game, and various other pitches that we had to put on ice or walk away from. With the next generation consoles...
Topic: EU